[Dom5] Mod bilanciamento

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[Dom5] Mod bilanciamento

Messaggio Da Zonk il 29/1/2018, 17:22

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Per farla breve ho deciso di cimentarmi con il bilanciamento invece di limitarmi a mod che aggiungono nazioni o fanno modifiche 'sui generis' come rendere tutti i siti visibili.

La mia filosofia è di evitare cambiamenti troppo estremi e sopratutto di non usare meccaniche 'strane' che sarebbero fuori luogo nel gioco base.
Quindi eviterò trucchi di modding che per quanto interessanti sarebbero poco estetici e soggetti a molti bug.

Allego la lista di cambiamenti, fatemi sapere che ne pensate.
Eventualmente la accorperò in una sola lista (visto che se il mod prosegue leggere versione per versione sarà faticoso) o magari userò qualche altro sistema per ragguppare tutti i cambiamenti; ricordate che potete anche usare il Dominions inspector per visualizzare i cambiamenti, potete cercare il tag 'modded' e mostrerà tutte le cose (oggetti, unità, ecc...) modifiate o aggiunte.

0.1
* GENERAL
Standard/great hide shield parry 3/6->4/7, prot 11->12
* EA ARCO
Myrmidons & Myrmidon Champions enc 3->2 (elite heavy-armored unit), shield->hoplon
* EA TC
Warrior of the Five Elements springpower 50->25 (while thematic 50 seems too much for a human, and it's often a liability)
* EA C'TIS
Serpent Dancer attack 11->12, combat speed 11->13, formation fighter -2 (so 2 to a square)
* EA Atlantis
Living Pillar enc 3->2
* EA R'lyeh
Mind Vessel 15->12 gems
Polypal Queen, Aboleth, Mind Lord, Abodai, Grandmothers gain bonus astral range 1 / 25%
* OCEANIA (both ages)
All Aphroi gain poison res 5, mainly to help vs coral weapons. Briefly considered only having this apply to watershapes, but decided not to for now.
Sirens are spellsingers.
* MICTLAN
Sun Warriors and High Priests of the Sun (but not lesser sun priests) gain sun awe 1
* EA Therodos
Non-sacred humans now recruitable inland recruits (national preview does not display this properly however and still thinks they are coastal only)
* ERIU
Milesian monks gain divine inspiration, research 6 (double Man's, to compensate the lack of stealth, foreignrec and higher cost)
* MA T'ien C'hi
Red Guard & Prince General springpower 50% -> 25% (same reasoning as with warriors of the five elements)
* MA MACHAKA
Bane Spider patience 2->3, summons a large spider every battle
Bane Spider & Spider Warrior's spider armor def -4 -> -3, enc 4-> 3, rcost 26->22, full helmet->half helmet (-2 rcost, -3 head prot, but +1 def)
Sorceress 10% FEDN random raised to 20%
Witch Doctors gain 10% FDN random
* ABYSIA
All pure Abysians gain 3 natural prot (5 if size 3) because of their magma origins. Also applies to Lavaborn indies and Turan Sorcerers.
* MA XIBALBA
Chak Muuch gain poison resist 5
* YS
Non-druid Kernou recruitable in land forts, even inland. Note the national preview will not show these changes currently - it doesn't understand land recruitment commands make coastal recruitment redundant.
Merrow scout, commander, militia and spearmen recruitable in coastal forts
* MA/LA Arco
Heart Companion att 11->12, bodyguard 2
* INDIES, POPTYPES AND SITE RECRUITS
Tritons buffed: prot 0->1, strength 10->11, HP 10->12 (15 for commanders), to give them an advantage vs mermen UW.
Witches have disease healing 1 (also raises autocalc cost)
Cavemen PD multiplier 3 -> 6 (so 6 troops at PD 10 instead of 3)
Lavaborn PD multiplier 2 -> 4, commander/troops cost 80/30 -> 70/25 (also lowers recpoint cost), 3 base prot.
* SITES
Shambler reef enables recruitment of Shambler Chiefs
Farm of Plenty enables recruitment of Horticulturists (the N1 20% EW hoburg mages)
* SPELLS
All buff spells (including nationals) are prec 100
Breath of the Desert F3A1->F3 ('breath' doesn't have to imply air, and while the event mentions winds, the wolven winter one mentions blizzards. also can't change event text anyway)

0.01
* MEKONE
Geronte, Ephor and Archon autocalc cost reduced by 20 to account for reduced leadership and old age.
Gigante base reclimits 1->2
Perioeci Peltasts replaced by Slingers with Wicker Shields, 10 att&def and 8 morale.
Gigantomachia Thaumaturgy 8->7, E5F4->E4F3, cost 60->50.
Neodamodes gain standard 1 and magical armor, peltasts gain +1 CS to compensate the -1 from Gleaming Cuirass. Sprites unchanged for now. Consider weapons instead, but Hoplites would either have to switch to the shorter Golden Spear or require a new version using up a weapon ID.

* MARVERNI & SAUROMATIA
Awaken Tattoos AoE 5 -> 5 per level

* BERYTOS
Added 'Berytian Lancer Captain' to make use of Lancer high mapmove.

* EA ABYSIA
Demonbred gains poor undeadleadership to lead the stealthy, flying Misbred (and some flying crossbreeds). Cost unchanged - should raise it?

* SCELERIA
Added the'Umbra' a cap-only 2-point D1H1 combat caster based on vestals and able to stealthily lead them around.

* MA PYTHIUM
Battle Vestals HP 9->11, strength 9->10, combat speed 13->14, MR 11->13, prec 10->12, Spear->Golden Spear (magic, +1 attack and +2 damage, not visible in sprite yet), javelins.
Battle Deacon combatcaster.

* MA MAN
Crone of Avalon gains basic stealth (also applies to Blind One heroine) and same 30 gold autocalc discount as Daughters and Mothers
Added "Logrian Chief", recruit everywhere ok commander to lead Logrian Cavalry.

* MA SHINUYAMA
Temples cost 200 gold.
Bakemono Shamans gain 20% FWED random
All size 2 Bakemono gain +1 def except Bakemono Warriors and Chiefs (also affects YOMI and bakemono indies)
Bakemono Warrior and Chiefs gain a dagger and ambidextrous 1

* MA MACHAKA
250-gold laboratories
Spider Archer recpoint cost 20->16

* LA PYTHIUM
Capital income 3N1S->3N1S1D1W ("High magic gem income" like MA and helps make use of your diversity)
Serpent Cult: All units all gain swamp survival and have at least 5 poison resist.
Acolyte gains 10% NW random.
Gift of the Sacred Swamp Aoe 3 -> 3 + 2/extra N level
Battle deacon combatcaster

* JOMON
Standard forts for LA, so starts with a Citadel and can build more
+1 HP to recruitable humans (+2 to Damyo or he'd have less than Hatamoto)
Ninja precision 14->15, patience 2->3


PS
Non sto suggerendo di usarlo per le prossime partite, meglio farne qualcuna standard prima di usare mod simili.
Inoltre ho fatto un errore nella versione 0.1, il Logrian Chief andava aggiunto alla nazione 47, non 37 (da Dom4 a 5 molti nation ID sono cambiati), potete correggere manualmente se volete provare l'unità.

Per la prossima versione oltre a sistemare questo bug conto di
1)Aumentare i danni della bronze axe da 6 a 7 (le iron axe hanno 8)
2)Aggiungere l'incantesimo 'Mass Slow'
3)'Rifare' l'incantesimo Inner Furnace di Abysia in modo che dia heat aura a TUTTE le proprie unità ma le colpisca con un attacco 15 armor negating (al momento funziono in modo abbastanza illogico, visto il MR-negates easy è poco utile sugli abissiani stessi)
4)Fare qualcosa per la magia , e per la crosspath
5)Qualche buff ai maghi di Xibalba, se il punto 4 non bastasse; magari incantesimi nazionali di site searching o invulnerabilità
6)Ulteriori buff ai maghi di MA Machaka

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Autore di diversi mod, tra cui: EA Nexus, EA Knoss, LA Venedia
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Zonk
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Data d'iscrizione : 17.03.14
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